A while back I was asked - "How
do I make a pipe - I mean a real bendy
pipe following loads of twists and turns?".
Now most people would probably make a cylinder
with an appropriate number of divisions
and then use the bend tool in a select
few areas to achieve what they're looking
for - this can be tedious however. Another
technique is to knife a cross section
or two where you'll need a bend and then
use rotate on the cross section points
etc.. etc.. - All perfectly acceptable
- but time constraining and they don't
yield brilliant smooth surface results.
Now how can we do this easily?
If you haven't already - boot up Modeler
and in the first layer make a disc
- a simple flat one-poly disc -
size doesn't matter. Now go to Layer
two - with Layer one (The Disc)
as the background layer. Make a spline
curve with the first point near the centre
of the disc in the view that you're making
the curve in.
The easiest way to make a spline curve
is to go to Polygon menu - Points and
then right click where you want
the points to be - when finished press
"CTRL" & "p"
and you'll make a spline curve. Then manipulate
the points in all views to get a nice
wiggly curve - a bit like this:
Now before we go any further - you can
if you wish download this file here
- it will open in Modeler as layers -
now we should pause to understand a bit
about this extrude tool and the options
menu that you'll get when you choose rail
extrude.
Whenever you extrude -- the polygon that
you're extruding must be selected (or
everything in the active layer will be
extruded) and it must be in
the top layer with the curve in
the bottom or background layer -
as the extrusion will follow the curve.
When you press rail extrude - you'll see
this Menu:
For best results the polygon to be extruded
should be at the start of the curve and
perpendicular to it - but this isn't written
in stone. Now as for the segments: segments
are basically the number of divisions
or "slices" along the
length of the extrusion
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Automatic:
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This will distribute
the divisions at optimal
spacing as per the
orientation of the
curve |
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Uniform
Lengths:
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This will distribute
the divisions at equal
distances regardless
of the shape of the
curve |
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Uniform
Knots:
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This will distribute
the divisions evenly
between the Knots
{points} of
the curve |
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Orientation
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This is an important
one:-- when activated
the divisions will
orient themselves
to the shape of the
curve - necessary
for a good pipe -
when this option is
off the poly's will
be extruded but will
stay the same as the
original - they'll
follow the curve but
they'll stay "flat" |
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For Lengths and Knots when using these
options you specify the number of divisions
manually depending on what you require.
Right let's look at what happens with
each of these options:
The step for making the extrusion is the
same for each case - you have the poly
in the foreground, the curve in the background
and select Rail extrude: Please
bear in mind that you may have to flip
the polygon to get the mesh to look correct
- I find that generally the polygon should
face away from the start point. You can
also flip the start point of the curve.
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When left on Automatic with
Orientation on...
A nice smooth pipe! (smoothing
angle for pipes - 60 degrees
usually gives great results)
- now if Polygon count
isn't a problem - you're done
right here! But if it is -
create the original disc with
fewer poly's and we can specify
the divisions manually with
Lengths and Knots:
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When using lengths - pick say
60 divisions and leave orientation
on and you'll get this:
As you can see, more or less
the same - but with the divisions
evenly spaced along the length
of the curved mesh. Now there
are straight-ish bits of pipe
where divisions aren't really
necessary - so what can we
do?
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Right - this time we'll use
Knots with 50 divisions and
orientation left on:
As you can see visually almost
the same but with 240 polygons
less than the other.
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Think about the possibilities
- you're not limited to just
discs - for example:
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Right - you can see the potential here
right? But - here's the good bit - you're
not limited to just one curve!
What you just followed was single rail
extrusion - Now we go on to
Multiple Rail Extrude
Let's say for want of anything better -
that you wanted to make a new spacecraft
- an organic one - loads of weird and
wonderful shapes - why don't we let Modeler
do some creative thinking for us. Make
a base polygon for the initial shape and
then make four - YES - FOUR spline
curves for the top, bottom, left and right
sides of the polygon shape you made -
A bit like this:
You can download these layers here:
All I've done is mirrored the x
curve and made a separate top and bottom
curve and of course the base poly. Switch
back to the polygon layer and apply a
surface with 60 degree smoothing if it's
not already been one. These curves are
going to act as shaping
curves for the polygon.
Now this time when you choose rail extrude
- a different requester will say hello
to you -
It'll look like this:
Right what do these options do?
Well by now you should know the difference
between Lengths and Knots from the previous
steps and how Automatic or Uniform with
Manually set divisions work. But what
about Strength? Orientated? Scaling?
Strength: The value here
determines how "aggressively"
the curves fight for control of the mesh
as it's extruded. There won't be a visual
amount of difference unless you have scaling
deselected - but the higher the value
- the more the final mesh will try and
"hug"
the curves you've created.
Orientation: well we've covered
this - the divisions will try and orient
themselves to the shape of the curve -
mostly in a perpendicular type fashion
in relation to the curve. If deactivated
the divisions stay parallel to the original
polygon.
Scaling: If the curves spread
apart - as they do here - the mesh will
automatically stretch outwards along those
axes as well This command gets a bit complicated
- but let me try to explain. If we didn't
have 3 separate curve shapes - like we
have in the above example - you could
create the two x-curves as above and then
extrude with scaling and the mesh would
be scaled on the y-axis in relation to
the shape of the curves as well.
The effect on the original polygon will
be affected by how far away the poly is
from the curves at the start point - further
away = less affect and vice versa.
IF THIS IS CONFUSING
RIGHT NOW - DON'T WORRY THE NEXT STEP
SHOWS HOW AND WHY IT WORKS
Right let's rail extrude this poly and
see what happens - to start with leave
everything as default - like the requester
above - you'll get this:
Cool
eh? Imagine having to spline patch that
baby!
Right now I'll run through the options
and how they affect the mesh using a table
with just the resultant OpenGL previews
Just click undo and redo the operation
with the different settings:
-
Lengths
- Uniform
- 120
divisions
-
Strength=2.0
-
Orientation
&
Scaling
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Knots
- Automatic
Uniform
with 120
divisions
produces
a similar
result
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Strength=2.0
-
Orientation
&
Scaling
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-
Knots
- Automatic
Uniform
with
120
divisions
produces
a
similar
result
-
-
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-
Knots
- Automatic
Uniform
with 120
divisions
produces
a similar
result
-
Strength=2.0
-
NO
Scaling
or Orientation
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-
Lengths
- Automatic
-
Strength=1.0
-
Scaling
&
Orientation
Note
how the
strength's
lower
value
lessens
the curves
affect?
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-
Lengths
- Automatic
-
Strength=5.0
-
Scaling
&
Orientation
Note
how the
strength's
higher
value
exaggerates
the curves
affect?
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-
Now
lets play
with the
original
poly for
a shadowy
feel ;)
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I hope now that you can see the tremendous
potential of the Rail Extrude tool - but
just to make sure you get the message
-
Remember that quite
often with Lightwave you have to think
laterally - do it the easy way - not the
hard way - ESPECIALLY if the resultant
mesh doesn't need to be superbly accurate.
Take this for example:
Just make a disc - and four curves as shown
(download layers here)
then rail extrude with these settings:
Lengths , Uniform, 60 divisions, Strength
= 1.8, No Orientation - Scaling activated
Et VOILA!

Now,
show me a quicker way of modelling a basic
leg mesh - and I'm all ears! ;o)
Tutorial ©2000 F. Passaro
(E-mail)
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